Puppet Master's starts with 2 Random Companions.
You starts with 1200 gold
Replace all your Action with 3 Anytime Actions.
Replace all Companion Abilities with Random Class Abilities.
10
Send your puppets on an all out attack and have them use all Weapons and Abilities.
5
Have a Puppet come to your aid and have it take an oncoming attack, said Puppet gains a Bonus Action.
3
Send a Puppet to pin an enemy to the Puppets own body said enemy take 4 damage as long as it stays pin to it.
3
Have a Puppet join you to rush an enemy with quick melee attack. Higher Rolls will allow to another puppet join you in said attack.
3
Charge a Puppet with a large surge energy, Doubling its Damage and Current Stamina.
5
Unleash a Frenzy of Puppet parts to attack all foes in a big enough radius for 15 damage. A Critical Success will also restore your Puppets Stamina to full.
5
Privateer's starts with a Cold Steel Dirk and Matchlock Rifle.
Privateer's starts with 2400 gold.
Privateer's can pick 2 abilities from the Swashbuckler or Booty Raider class.
Anytime you get a Treasure Card your whole crew gets one random Treasure card.
5
Call out to your crew to join you in a full on attack, You and your crew can will now use a melee attack as a Bonus Action attacking all enemies in front of you.
3
Give your crew the word to FIRE!!!, You and your crew can use a ranged attack as a Bonus Action
3
Tell the crew to get ready for the enemies next attack, You and your crew can now use the ability Parry for that turn of combat.
3
It’s time for you and your crew to stop holding back and to go all out, You and your crew damage is now double for the rest of combat.
5
Have your crew sing a catchy Sea Shantie if the GM approves of your crew Shantie the GM will the roll a to see how catchy was the Shantie the enemies will not attack you and your crew because they’ll be too busy singing along, GM will have to roll to have the enemies stop singing.
5
Take a swig of this special brew to allow your 2 Basic Melee or Ranged Attacks instead of 1. A Critical Success would let you give an ally a swig. A Critical Failure will intoxicate you for rest of combat.
1
Deals 5 damage, Rolling an 18 or Higher give a crew mate a bonus action.
The Outdoorsmen starts with a Sharpbark Spear, Flatrock Sword or a Logjam Hammer.
The Outdoorsmen starts with 700 gold.
You take 50% less damage by default and you can have a second roll if your first attack missed that round.
But you can only focus on 1 target at a time.
5
Use your knowledge of plants and herbs to make 3 homemade potions to use on yourself or an ally.
3
Your time in woods has sharpen your senses to be able to help you predict an enemies next move.
3
Unleash natures odor upon yourself, Everyone in a 2x2 radius will have to roll to not throw up.
3
Throw yourself into a state of pure anger Doubling your Damage and wanting to kill everything in your way. But no longer care for safety of your allies
5
Bat an enemy way from you with a melee attack knocking them back 5 spaces. A Critical Success will knock them Outta the Ball Park!
3
Release a treading roar to call the Beasts that call the area home will come to aid your party. A Critical Success will have said beast join your party as Companions.
5
Trickster's starts with the Thug Kit, Junk Kit, Rune Kit, Student Kit, Homemade Kit or the Mystery Kit
Trickster's starts with 3 I.O.U.'s
At the Start of the Round you use a Trickster ability as Bonus Action even if you don't have that ability
1
Perform a fire uppercut deals 4 damage. You can pay 2 more stamina to instead create 4 pillars of fire in 3x3 radius hitting all enemies for 6 damage.
1